Equalizer
1.2.1
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00001 00002 /* Copyright (c) 2011, Stefan Eilemann <eile@eyescale.ch> 00003 * 00004 * Redistribution and use in source and binary forms, with or without 00005 * modification, are permitted provided that the following conditions are met: 00006 * 00007 * - Redistributions of source code must retain the above copyright notice, this 00008 * list of conditions and the following disclaimer. 00009 * - Redistributions in binary form must reproduce the above copyright notice, 00010 * this list of conditions and the following disclaimer in the documentation 00011 * and/or other materials provided with the distribution. 00012 * - Neither the name of Eyescale Software GmbH nor the names of its 00013 * contributors may be used to endorse or promote products derived from this 00014 * software without specific prior written permission. 00015 * 00016 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 00017 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 00018 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 00019 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE 00020 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 00021 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 00022 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 00023 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 00024 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 00025 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 00026 * POSSIBILITY OF SUCH DAMAGE. 00027 */ 00028 00029 #include "renderer.h" 00030 00031 // light parameters 00032 static GLfloat lightPosition[] = {0.0f, 0.0f, 1.0f, 0.0f}; 00033 static GLfloat lightAmbient[] = {0.1f, 0.1f, 0.1f, 1.0f}; 00034 static GLfloat lightDiffuse[] = {0.8f, 0.8f, 0.8f, 1.0f}; 00035 static GLfloat lightSpecular[] = {0.8f, 0.8f, 0.8f, 1.0f}; 00036 00037 // material properties 00038 static GLfloat materialAmbient[] = {0.2f, 0.2f, 0.2f, 1.0f}; 00039 static GLfloat materialDiffuse[] = {0.8f, 0.8f, 0.8f, 1.0f}; 00040 static GLfloat materialSpecular[] = {0.5f, 0.5f, 0.5f, 1.0f}; 00041 static GLint materialShininess = 64; 00042 00043 namespace seqPly 00044 { 00045 00046 bool Renderer::init( co::Object* initData ) 00047 { 00048 _state = new State( glewGetContext( )); 00049 return seq::Renderer::init( initData ); 00050 } 00051 00052 bool Renderer::exit() 00053 { 00054 _state->deleteAll(); 00055 delete _state; 00056 _state = 0; 00057 return seq::Renderer::exit(); 00058 } 00059 00060 void Renderer::draw( co::Object* frameDataObj ) 00061 { 00062 EQASSERT( _state ); 00063 00064 const FrameData* frameData = static_cast< FrameData* >( frameDataObj ); 00065 Application& application = static_cast< Application& >( getApplication( )); 00066 const eq::uint128_t id = frameData->getModelID(); 00067 const Model* model = application.getModel( id ); 00068 if( !model ) 00069 return; 00070 00071 applyRenderContext(); 00072 00073 glLightfv( GL_LIGHT0, GL_POSITION, lightPosition ); 00074 glLightfv( GL_LIGHT0, GL_AMBIENT, lightAmbient ); 00075 glLightfv( GL_LIGHT0, GL_DIFFUSE, lightDiffuse ); 00076 glLightfv( GL_LIGHT0, GL_SPECULAR, lightSpecular ); 00077 00078 glMaterialfv( GL_FRONT, GL_AMBIENT, materialAmbient ); 00079 glMaterialfv( GL_FRONT, GL_DIFFUSE, materialDiffuse ); 00080 glMaterialfv( GL_FRONT, GL_SPECULAR, materialSpecular ); 00081 glMateriali( GL_FRONT, GL_SHININESS, materialShininess ); 00082 00083 applyModelMatrix(); 00084 00085 glColor3f( .75f, .75f, .75f ); 00086 00087 // Compute cull matrix 00088 const eq::Matrix4f& modelM = getModelMatrix(); 00089 const eq::Matrix4f& view = getViewMatrix(); 00090 const eq::Frustumf& frustum = getFrustum(); 00091 const eq::Matrix4f projection = frustum.compute_matrix(); 00092 const eq::Matrix4f pmv = projection * view * modelM; 00093 00094 _state->setProjectionModelViewMatrix( pmv ); 00095 //_state->setRange( &getRange().start); 00096 _state->setColors( model->hasColors( )); 00097 00098 model->cullDraw( *_state ); 00099 } 00100 00101 co::Object* Renderer::createObject( const uint32_t type ) 00102 { 00103 switch( type ) 00104 { 00105 case seq::OBJECTTYPE_FRAMEDATA: 00106 return new eqPly::FrameData; 00107 00108 default: 00109 EQASSERTINFO( false, "Object type " << type << " unknown" ); 00110 return 0; 00111 } 00112 } 00113 00114 } 00115